Files
OpenSceneGraph/src/osgPlugins/osg/Texture3D.cpp

99 lines
2.9 KiB
C++

#include "osg/Texture3D"
#include "osg/ImageSequence"
#include "osgDB/Registry"
#include "osgDB/Input"
#include "osgDB/Output"
#include "osgDB/WriteFile"
using namespace osg;
using namespace osgDB;
// forward declare functions to use later.
bool Texture3D_readLocalData(Object& obj, Input& fr);
bool Texture3D_writeLocalData(const Object& obj, Output& fw);
bool Texture3D_matchWrapStr(const char* str,Texture3D::WrapMode& wrap);
const char* Texture3D_getWrapStr(Texture3D::WrapMode wrap);
bool Texture3D_matchFilterStr(const char* str,Texture3D::FilterMode& filter);
const char* Texture3D_getFilterStr(Texture3D::FilterMode filter);
bool Texture3D_matchInternalFormatModeStr(const char* str,Texture3D::InternalFormatMode& mode);
const char* Texture3D_getInternalFormatModeStr(Texture3D::InternalFormatMode mode);
bool Texture3D_matchInternalFormatStr(const char* str,int& value);
const char* Texture3D_getInternalFormatStr(int value);
// register the read and write functions with the osgDB::Registry.
REGISTER_DOTOSGWRAPPER(Texture3D)
(
new osg::Texture3D,
"Texture3D",
"Object StateAttribute Texture3D TextureBase",
&Texture3D_readLocalData,
&Texture3D_writeLocalData
);
bool Texture3D_readLocalData(Object& obj, Input& fr)
{
bool iteratorAdvanced = false;
Texture3D& texture = static_cast<Texture3D&>(obj);
if (fr[0].matchWord("file") && fr[1].isString())
{
std::string filename = fr[1].getStr();
Image* image = fr.readImage(filename.c_str());
if (image)
{
// name will have already been set by the image plugin,
// but it will have absolute path, so will override it
// here to keep the original name intact.
//image->setFileName(filename);
texture.setImage(image);
}
fr += 2;
iteratorAdvanced = true;
}
if (fr[0].matchWord("ImageSequence") || fr[0].matchWord("Image"))
{
osg::Image* image = fr.readImage();
if (image) texture.setImage(image);
}
return iteratorAdvanced;
}
bool Texture3D_writeLocalData(const Object& obj, Output& fw)
{
const Texture3D& texture = static_cast<const Texture3D&>(obj);
if (texture.getImage())
{
const osg::ImageSequence* is = dynamic_cast<const osg::ImageSequence*>(texture.getImage());
if (is)
{
fw.writeObject(*is);
}
else
{
std::string fileName = texture.getImage()->getFileName();
if (fw.getOutputTextureFiles())
{
if (fileName.empty())
{
fileName = fw.getTextureFileNameForOutput();
}
osgDB::writeImageFile(*texture.getImage(), fileName);
}
if (!fileName.empty())
{
fw.indent() << "file "<<fw.wrapString(fw.getFileNameForOutput(fileName))<< std::endl;
}
}
}
return true;
}